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Showing content with the highest reputation on 01/31/18 in all areas

  1. Probably never The Java version has some very things that the C++ version does not have: a large modding community. This alone will prevent the C++ version from becoming the 'main' Minecraft version. Until it has a good, functioning modding API with a lot of mods ported, people MIGHT go over the the Windows 10 edition. But all the Linux and Mac players can't, so even then the Java version will be used a lot.
    1 point
  2. I am not a professional, I do not have to act professional, You were being a cunt. I choose my words how I see fit. If you don't like it, then you can leave, actually, no leaving is no longer your choice. Because yes, I do have better things to do with my time then deal with annoying people like you. And considering a lot of my time is spent making sure this site works smoothly and people have real problems are addressed, that means that I have to read every post that is on this forum. The funny thing is, it takes about 10 seconds to ban someone, i've spent more time readin your post, and typing this one then it'll take me to ban you. So it'd just more efficient for me to do it straight out...
    1 point
  3. Ya I dont know what the fuck you're doing wrong but entities do NOT need a global registration. As things are picked up for you already when you do the mod registration as long as you DONT fuck it up by doing the global registry. But ya, banned cuz you're just being a cunt. The class is fairly fine if you read it. And as evidenced by the code snippit I pasted comments DO exist. Anyways have fun, be less of a cunt, enjoy modding!
    1 point
  4. /** * Register the mod entity type with FML * @param entityClass The entity class * @param entityName A unique name for the entity * @param id A mod specific ID for the entity * @param mod The mod * @param trackingRange The range at which MC will send tracking updates * @param updateFrequency The frequency of tracking updates * @param sendsVelocityUpdates Whether to send velocity information packets as well */ public static void registerModEntity(Class<? extends Entity> entityClass, String entityName, int id, Object mod, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates) { instance().doModEntityRegistration(entityClass, entityName, id, mod, trackingRange, updateFrequency, sendsVelocityUpdates); } Humm humm yes that is SOOOOOO FUCKING CONFUSING!!!!! Note what it says about the id:MOD SPECIFIC ID Cuz you know.. id conflicts between mods are stupid and shouldnt happen. Hence Mod specific... Either way, don't be a fucking cunt. The id issue isnt OUR issue. It's a Minecraft issue that we have had resolved for ages. The ONLY reason the global ID BS is there is for MODLOADER compatibility and it's going aweay in 1.7
    1 point
  5. What you SHOULD do is move to the normal per-mod spawning mechanics. Which uses a modid + mobid combo to allow you have compleetly seperate ID set and not cause any conflicts, overflow, etc.. We will not "fix" this as you're doing it wrong. See the EntityRegistry in FML.
    1 point
  6. I was actually being genuinely helpful,. but your rant gave me the urge to ban you so, enjoy your ban and enjoy playing minecraft. Try not to be a cunt next time you work with people who are helping you.
    1 point
  7. Yes it's the mod, here is a helpful tip when reading the log files: java.lang.NoClassDefFoundError: nm at mod_ReiMinimap.getVersion(mod_ReiMinimap.java:15) The first line is the error, you'll learn a lot of the common errors if you just start reading. The line immediatly under it, *typically* tells you what mod is responsible. In this case it's pretty obvious: 'mod_ReiMinimap' There can be things like 'net.minecraftforge' or 'com.forestry' or things like that... If you actually READ your errors, it because rather easy to do basic trouble shooting yourself.
    1 point
  8. ... you expect rei's mods to work for 1.6.4 already?
    1 point
  9. No you can dig deep and dirty into the world gen. make a class WorldTypeCustom or what have you and extend the original class WorldType YOURCUSTOMNAME = new WorldTypeCustom(4, "Custom"); place that code in your main mod file integer is the world type number, default is zero i believe and large biomes is 1, you can even override those using this. I've been able to modify just about everything relating to world gen without using any reflection methods if you need help understanding any of it let me know.
    1 point
  10. TY SO MUCH FOR THIS ITs SO AWESOME TY TO THE PEOPLE WHO HELPED DO THIS ILY
    1 point
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